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If you’re like many of us, you’re already thinking over some New Year’s resolutions that will make you a better “you” in 2012. But how are the tech industries’ thought leaders approaching the new year? We asked 12 of them for their resolutions. Read more at GigaOM Pro »

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In GigaOM’s third article in our series on New Year’s resolutions from 12 tech leaders, Coffee & Power co-founder Philip Rosedale explains why he wants entrepreneurs to think really, really really big, and way outside the box in 2012. Read more »

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As virtual worlds become prevalent in business, we need to learn how to present ourselves effectively. Since first impressions count just as they do in face-to-face teams, we need to take our virtual appearance seriously. In these environments, appearance is based on our avatars. Read more »

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Are virtual worlds really viable environments for work? According to a survey by Unisfair, usage of virtual environments is growing for marketing, training and collaboration. Surveying 550 marketers nationwide, the study revealed that 60 percent of respondents plan to increase spending on virtual events this year. Read more »

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In an effort to better understand the dynamics of virtual teams, I decided to interview my own virtual team members at the social media marketing agency I co-own, Conversify, to determine what helps them to work well together. Here’s what they said. Read more »

Philip Rosedale, Web 2.0 Conference

Four months after CEO Mark Kingdon left the San Francisco-based Linden Labs — the company behind once hot virtual world, Second Life — interim CEO and founder Phil Rosedale is leaving the company to work on his new company, LoveMachine, which is working on collaboration software. Read more »

“What is Twitter, anyway?” I’ve been asked questions like that many times, as I’m sure most web workers have. “The Social Media Marketing Book” by tech writer Dan Zarrella, attempts to explain Twitter, blogs, Facebook, LinkedIn, Flickr, Second Life, Yelp, and even such sites as Rate […] Read more »

3-D virtual world applications for enterprise use will grow into an industry earning $8 billion to $10 billion in annual revenue by 2014, according to a new report from GigaOM Pro (subscription required). Today, virtual worlds are primarily associated with role-playing games and avatar-based chat, but […] Read more »

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I’ve been a huge fan of Second Life since I first “rezzed” (logged into the virtual 3-D environment) in March 2007, and have previously blogged about my own Second Life. Despite all the limitations and downsides of Second Life (and there are many), it has been […] Read more »

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IBM VIRTUAL COLLABORATION

Enterprise 3-D virtual world applications have proliferated during the past several years. What began as fun and games is becoming a serious business with a lot of upside. A host of new, innovative 3-D virtual world applications have been introduced to the marketplace targeting the enterprise. Some of these applications have been created by established technology companies, such as IBM, Sun Microsystems and Nortel, while others are being developed by emerging players, such as Forterra Systems, ProtonMedia, Qwaq and Unisfair. This report profiles 14 key players and provides market forecasts for enterprise deployments of virtual world applications over the next decade. Read more at GigaOM Pro »

Investors poured $237 million into virtual world-related startups and payment systems last quarter alone, according to a report released today by industry trade show producer Engage Digital, signaling venture capitalists’ continued enthusiasm in the market. (Nearly $600 million in funding went into this sector for all […] Read more »

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In recent years, virtual worlds (also known as massively multiplayer online games, or MMOs) have shown tremendous growth in terms of user numbers and revenue. However, the market for them is currently in tremendous flux, with the most well-known sub-genre — the subscriber-based fantasy role playing games (MMORPGs) — suffering a growth plateau, due to the dominating success of World of Warcraft. At the same time, user activity in “freemium” virtual worlds continues to explode, most especially in the tween/adolescent market, which is likely to reach a market saturation point soon, though monetization prospects for all but the established players remain uncertain. The explosion of social networks, which share numerous traits with virtual worlds, have created a new potential audience for this genre, while the mass adoption of web plug-ins and smartphones like the iPhone have opened up new markets for the genre.

In this transitional period, many of the best investment and growth opportunities to watch are not the worlds themselves, but the solution providers offering developers the means to better monetize their existing MMOs. Opportunities also exist in niche MMOs that appeal to consumers seeking entertainment outside the established fantasy and kids social MMO space. However, new players that would enter this already crowded market must foster a community of users by rewarding user-created content and continued engagement, while also being architected with multiple revenue streams and play platforms. Read more at GigaOM Pro »

Earlier this week, we wrote about the tech side of open video efforts, which are poised to push forward the possibilities for use of video by making it native to web browsers. Here’s a demo we got from Mike Beltzner, director of Firefox, that shows one […] Read more »

Second Life creator Linden Lab will announce on Wednesday that SL users have generated 15 billion voice minutes on their internal avatar-to-avatar VoIP service since the product was launched 18 months ago, and are now forecast to do 15 billion total voice minutes in 2009. By […] Read more »

While in Hong Kong on a business trip recently, Oliver Goh was on his laptop playing around in a virtual world, when he realized he’d left the water running in his home back in Switzerland. He noticed this because the virtual world contained a recreation of […] Read more »

Despite all of the hype about Second Life, followed by the Second Life bashing, followed by some more hype, and now the latest “Second Life is dead” pronouncements, the 3-D virtual world owned by Linden Lab is still breathing. More importantly, I feel strongly — as do many others — that Second Life is an important, and often overlooked, aspect of social media marketing. Read more »

They say numbers don’t lie, and in recent months the number of people populating virtual world Second Life has started to rise again. Mark Kingdon, CEO of parent company Linden Lab, has been touting the return to steady user growth; to back up his claims, he […] Read more »

Wagner James Au, aka Hamlet Au in Second Life, is author of “The Making of Second Life”, a GigaOM contributor and founder of New World Notes. For three years, starting in 2000, Au was hired by Second Life creators Linden Labs as an “embedded journalist” to […] Read more »

It’s the geekiest thing I’ve ever done: I just watched Sun Microsystems give a tour of its green data center designs in Second Life via a Ustream feed. Complete with Sun execs flying between data center designs, chuckling about their virtual outfits, and red (hot) and […] Read more »

Depending on who you ask, Second Life is either an early pioneer in what promises to be a brave new virtual world of peer-to-peer interaction, rife with business opportunities, or a non-starter that got way too much hype way too early and won’t live up to […] Read more »

I’ve talked about live blogging events as a way to enhance and promote a real world event, literally as it is happening. But lately, I’ve been asked to host virtual world events simultaneous to real world events. Mike Gunderloy and I also included planning and hosting […] Read more »

In Part 1 of this little series of posts, I talked about my move from Anchorage to Tok, Alaska. I went from acceptable Internet speeds at a fairly reasonable price ($60-ish/month) to barely 512K up and down, a 10 Gig monthly limit and $180/month plus $30 […] Read more »

A week after Linden Lab said it was raising the cost of buying and maintaining much of the virtual land in Second Life, leading to open revolt among many users, the company has significantly revised its pricing policies. Read more »

Say you’re looking for the perfect place to watch the election results pour in tonight, but your living room seems too lonely, your favorite blog seems too impersonal, and (depending on how the vote goes) your neighborhood bar may break out into a fight. How about […] Read more »

The denizens of Linden Lab’s virtual world Second Life are a passionate lot, so when the San Francisco company recently announced a steep purchase and maintenance fee increase on popular regions of their virtual land, sign-waving avatars were soon gathered outside Linden’s SL office, in protest. […] Read more »

So last year, most people decided that marketing real products in virtual worlds like Second Life doesn’t work. Since then, however, I’ve come across some avatar-driven advertising campaigns with very impressive numbers. In Gaia Online, for example, users grabbed over a million virtual copies of a […] Read more »

Second Life, the user-created world backed by Linden Lab, has found itself in an increasingly competitive market lately; Google’s Lively is just the latest entrant into the virtual world space. So I sat down with Linden’s recently appointed CEO, Mark Kingdon, to find out how he plans to turn things around. Read more »

Flying under the proverbial radar for the last four years, the web-based virtual world chatroom IMVU has released new jaw-breaking data: Since April 2004, it has amassed 20 million registered accounts, with 600,000 of those active monthly users. By comparison, Second Life took five years to […] Read more »

As an active resident in Second Life as part of my Web work, I am fascinated by the exploration of virtual world environments as platforms for “wikitecture” which essentially is collaborative planning and design. The process is being tested by architects and urban planners, but for […] Read more »

Just read Mike Gunderloy’s post Times: Looks Aren’t Everything. One thing he said really stuck out for me… Times is worth looking at, though, if you’re trying to gently introduce someone new to a few RSS feeds. He’s talking about me, I thought, as I read […] Read more »

Here’s the metaverse mystery of the week: This strange new private island with a very familiar name recently emerged on the server grid of virtual world Second Life. Spotted yesterday by Second Life blogger Tateru Nino (and confirmed when I checked the world’s dynamic map today), […] Read more »

When people ask what I do, I usually say “I’m a writer.” But I do so much more than writing articles and posting content on blogs. Since I first got online in 1987, I’ve been using the Internet (or at that time, Bulletin Board Systems) for […] Read more »

Apple Store To Go Virtual? That’s the theory of MacNN, at least, citing an Apple patent application published on the US government site last Thursday, somewhat obscurely entitled “Enhancing Online Shopping Atmosphere”. The patent application’s stated goal is to create an online shopping experience that doesn’t […] Read more »

Worrying about your household’s carbon emissions is so last month ago– have you given any thought to your avatar’s carbon footprint? That’s actually a serious question: the larger virtual worlds and MMOs require thousands of servers to run, and that expends enormous amounts of electricity. I […] Read more »

I’m a serial entrepreneur in a virtual world. How did a nice girl like me end up being such a geek? Was it because I read science fiction as a young girl while all my friends were reading romance novels? Did it happen when I played […] Read more »

With so many local hotspots and my 3G WWAN card, it’s become way too easy for me to take connectivity for granted. That’s why I was glad to see this morning’s interesting news about Intel. By using software to tweak how a WiFi connection works, they’ve […] Read more »

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